See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/311922071

Game as a Medium for Preservation Nation Cultures

Conference Paper · November 2016

CITATIONS READS 0 1,206

1 author:

M Irwan Padli Nasution State Islamic University of Sumatera Utara, Medan Indonesia

20 PUBLICATIONS 5 CITATIONS

SEE PROFILE

Some of the authors of this publication are also working on these related projects:

Geographic information systems View project

Mobile Learning for Primary Student View project

All content following this page was uploaded by M Irwan Padli Nasution on 27 December 2016.

The user has requested enhancement of the downloaded file.

Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613 Proceedings of The First Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL 2016)

“Developing Future Teachers’ Educational Model”

State University of Medan, North Sumatera, Indonesia November, 19th 2016

EDITORIAL BOARD

Editorial-in-Chief Dr. Juniastel Rajagukguk, M.Si (State University of Medan, Unimed)

Deputy Editor Dr. Saronom Silaban, M.Pd (State University of Medan, Unimed)

Associate Editors Prof. Dr. Hamzah B. Uno, M.Pd (State University of Gorontalo, UNG) Prof. Dr. Johanes Sapri, M.Pd (University of Bengkulu, UNIB) Prof. Drs. Herman Dwi Surjono, M.Sc., MT., Ph.D. ( State University, UNY) Dr. Rahmad Husein, M.Ed (State University of Medan, Unimed) Dr. Imron Arifin, M.Pd (State University of Malang, UM) Dr. R. Mursid, ST.,M.Pd (State University of Medan, Unimed) Dr. Anni Holila Pulungan, M.Pd (State University of Medan, Unimed) Dr. Tumiur Gultom, M.P (State University of Medan, Unimed) Dr. Mariati Simanjuntak, S.Pd.,M.Pd (State University of Medan, Unimed) Dr. Fauziyah Harahap, M.Pd (State University of Medan, Unimed) Yullita Molliq, M.Sc.,Ph.D (State University of Medan, Unimed) Dr. Siti Aisyah Ginting, M.Pd (State University of Medan, Unimed) Dra. Meisuri, M.A (State University of Medan, Unimed) Indra Hartoyo, M.Hum (State University of Medan, Unimed)

Please cite the proceeding as “Proceeding of the First Annual International Seminar on Transformative Education and Educational Leadership Vol. 1” with the following abbreviation: Proc. Aist., 1

http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ i

Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613 Chairman Foreword

The honorable, - Professor Peter Charles Taylor, PhD, Director of Transformative Education Research Centre and a Professor of STEAM Education at Murdoch University, Perth - Western Australia - Associate Professor Elisabeth Taylor, PhD, an expert in Curriculum Theory, Peace Education, Science Education at Murdoch University, Perth - Western Australia - Professor Dr. Nurahimah Mohd. Yusuf, Professor of Curriculum and Instruction at School of Education, University Utara Malaysia - Prof. Dr. Mukhlas Samani, M.Pd., an expert in National Curriculum at Ministry of Education and Culture, Indonesia - Rector of Universitas Negeri Medan - Vice Rectors of Universitas Negeri Medan - Deans of Faculties of Education, Languages and Arts, Social Sciences, Natural Sciences and Mathematics, Engineering, Sports Sciences, and Economics - Director of Postgraduate School of UNIMED - Lecturers, researchers, students, all speakers and participants

Assalamualaikum Wr Wb

Good Morning, Salam Sejahtera, Praise to Allah the Almighty for all His blessing, where today we are here to participate in ‘The First Annual International Seminar on Transformative Education and Educational Leadership’ with the theme “Developing Future Teachers’ Education Model”.

Ladies and Gentlemen, This seminar presents a keynote speaker, 5 guest speakers from Australia, Malaysia and Indonesia and 132 researchers covering lecturers, teachers and students with around 860 participants. The researchers come from Manado, Palu, Kendari, Malang, Surabaya, Solo, , , Palembang, , Batam, Pekanbaru, Padang, Aceh, Medan and North Sumatera.

I would like to express greatest thankful to all colleagues in the steering committee for cooperation in administering and arranging the seminar. Hopefully this seminar will be continued in the coming years with many more insight articles from inspiring research.

Wassalamualaikum Wr. Wb.

Rahmad Husein

http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ ii

Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613 Welcoming Speech of Director of Postgraduate Study State University of Medan

Best wishes for all of us, First of all thanks to God who has given grace and health to us so that we can assemble this place to attend The First Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) 2016. This seminar is organized by Postgraduate Study (PPs) of the State University of Medan (Unimed). Welcome to all keynote speakers, researchers, students and, participants.

This international seminar is one of the manifestations of the vision and mission of PPs of Unimed, namely the dissemination and implementation of the results of research and studies related to the community. Therefore we strongly support the activities of this seminar which is also a series of academic activities of Unimed. Through this seminar, the participants will exchange information related to the latest research in the field of Transformative Education and Educational Leadership, which is expected to bring new ideas in solving various problems that arise particularly in the world of education.

In accordance with the theme presented in this seminar “Developing Future Teachers Education Model” it is expected that PPs Unimed can lead and strengthen the future teachers. The goal of transformative education is to develop visionary teachers and teacher educators to be capable of and committed to transforming education systems worldwide so that they prepare citizens with high-level abilities for solving global crises such as internationally political conflicts, climate change and loss of biocultural diversity.

Thank you for all committee to has well organized this seminar. Thanks to all keynote speakers who have attended, presented and shared their ideas on transformative education and educational leadership. Thanks to all researchers, students and participants and hopefully this will be scientific discussion to develop the future education.

Finally, I hope that all academicians and stakeholders of PPs Unimed hand-in-hand to excel our institution to be a world class university. Best wishes for all of us

Director,

Prof. Dr. Bornok Sinaga, M.Pd

http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ iii

Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613

TABLE OF CONTENTS pp Chairman Foreword...... ii Welcoming Speech of Director of Postgraduate Study State University of Medan...... iii Transformative Science Education...... 1 Peter Charles Taylor The Issues and Challenges of Vocational Teacher Education Program...... 7 Jailani Md. Yunos The P-E-A-C-E Model of Educating for Sustainability: A Transdisciplinary Approach to a Complex Issue...... 15 Elisabeth (Lily) Taylor Development of economic local history Booklet for History Education Students...... 21 Lukitaningsih, Application of Model Based Learning to Improve Understanding of the History of the Student in Learning About the History of Political Material Reform Period (1998)...... 27 Flores Tanjung, Arfan Diansyah Cooperative Learning Model Application Type of Pair Checks to Improve Student Learning Outcomes in Subject in Entrepreneurship Bisnis Manajemen Program Faculty of Economic Unimed...... 32 Aurora Elise Putriku, Noni Rozaini The Development of Teaching Materials Based on Guided Inquiry Learning Model to Increase the Ability of Student to Think Critically...... 36 Michael J.Tampubolon, Betty M.Turnip, Mariati P.Simanjuntak Group Guidance Program to Improve Students’ Coping School Stress...... 41 Yani Suryani The Effect of Genius Learning Strategy Towards the Learning Outcomes of the Physics For Students in MAN I Medan...... 48 Yusraida Khairani Dalimunthe, Cahaya Rosyidan, Widia Yanti The Relationship Between Principal Management Capabilities With Teacher Performance Guidance and Counseling SMA Medan Academic Year 2015/2016...... 53 Pastiria Sembiring Grand Design the Model of Professional Development of Teachers Through Peer Coaching Approach...... 57 Eri Widyastuti, Susiana, Tiur Malasari Siregar Learning With Guided Inquiry Model Toward the University Student’s Problem Solving Skill on Kinematics of Article...... 68 Betty Marisi Turnip, Mariati Purnama Simanjuntak Character Education for Youths Through Scouting Activity in Anticipating Globalization...... 73 Abdul Hakim Siregar The Influence of Psychological Capital in Shaping Future Orientation at Senior High School Students in Jatinangor, Sumedang-West ...... 77 Anissa Lestari Kadiyono, Hanny Hafiar Translation Shift Analysis of Synopsis Novel Sapphire Rose...... 83 Herman Correlation of Poetry Reading Interest and Language Style Mastery Toward IX Grade Students’ Skill in Free Poetry Writing in SMP Negeri 2 Lembah Gumanti...... 90 Asri Wahyuni Sari, Diyan Permata Yanda Essence Development of Human Resource Management Through Softskill Aspects to Improve the Quality of the Servant of God...... 99 Heryanto Performance Evaluation of Headmaster in Preparing the Work Plan of the School...... 108 http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ iv

Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613 Pardomuan Simanullang Development of Spatial Design Based on Zoning Access and Function Area Campus...... 114 Darwin Increasing Students’ Frame of Reference in Choosing Careers Through Career Viewfinder 120 Programme...... Dwi Kusuma Wardhani Use of Animation in Learning Catholic Religious Education Level High School...... 126 Simbolon Model Development of Character Educational for the State University of Medan Students.. 130 Biner Ambarita, Sukarman Purba Teachers Character Development in Teacher Education...... 138 Rizki Hardiyanti Implementation of the Index Card Match (ICM) Strategy to Improve Activities and Students’ Achievement of Business Administration in Economics Facultyat State University of Medan...... 145 Ivo Selvia Agusti, Novita Indah Hasibuan The Effectiveness of Learning Model Based Character Education in Increasing Student Cognitive Learning Outcomes and Character...... 151 Derlina, Satria Mihardi, Sabani Effect of Social Media on Student Interest Entrepreneurship...... 158 Ainul Mardiyah The Analysis of Instrument Interdependency of Monetary Policy through the Indonesia’s Economic of growth...... 162 Fitrawati Development Character Education Model in Unimed Based Six Characters for Enhancing Creativity Student Activity...... 169 Pardomuan Nauli Josip Mario Sinambela, Sahat Siagian,Tri Andri Hutapea Development of Life Skills-Based Learning Model to Enhance Entrepreneurship Competence of BLK Training Participants...... 180 Abdul Muin Sibuea, Rahmad Husein, Adi Sutopo Exchange Structures Between Sellers and Buyers at the Deli Old Town Traditional Market 190 Herawati Br Bukit Improving Student Motivation to Learn in the Classroom...... 197 Naeli Nurlaeli The Development of English Language Teaching Materials Based on ESP Principles in Increasing the Quality of Teaching at Postgaduate Program at Unimed...... 200 Busmin Gurning, Sri Minda Murni The Development of Authentic Assessment Based on Characters at Primary School...... 212 Deny Setiawan, Harun Sitompul SQ3R Implementation Method to Improve Reading Comprehension Ability Indonesian Subject in Elementary Student...... 219 Naeklan Simbolon, Finta Maulida Siregar The Use of Mind Mapping in Playing to Help Young Learners Improve Their Knowledge... 224 Anita Yus The Effects of the Stad Method on Students’ Achievement, Attitude and Motivation at Junior High School Babalan Langkat of North Sumatera...... 231 Eka Rahmadanta Sitepu, Ivo Selvia Agusti Developing Intelligence Naturaliston the Environment to the Childhood Education...... 235 Mawarni Telaumbanua The Effect of Learning Materials Based on Joyful Problem Based Learning Towards Students Mathematical Understanding Ability...... 242 http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ v

Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613 Ani Minarni, E. Elvis Napitupulu, Rahmad Husein Developing of Learning Equipment Based on Javanese Culture to Increase Inter-Intra Intellectual Personality of Mathematics...... 249 Rasiman, Rizky Esti Utami, Ida Dwijayanti Increase the Students’ Ability in Mathematics Problem Solving on Student Fifth Grade SD Negeri 064997 Kecamatan Medan Labuhan Through Realistic Mathematics Education. 254 Ika Okta Kirana Students’ Mathematics Representation and the Alternative Solutions...... 260 Rissa Isabella Taruli Marpaung, Edi Syahputra The Development of Mathematics Instructional and Authentic Assessment Model Based on Curriculum 2013 to Improve the Attitude Quality, Creative Thinking Ability and Mathematics Connections of High School Students...... 266 Bornok Sinaga, Marabangun Harahap, Pardomuan NJM Sinambela, Lasker Sinaga The Influence of Realistic Mathematics Education (RME) Approach to Mathematical Problem Solving Ability in SMPN 17 Medan...... 275 Selvi Selptiani Harahap Guided Discovery Methods Application to Improve Student Learning Outcomes in Materials Quation of Square in Class X SMA Swasta Meranti...... 283 Nurhasanah, Anil Hakim Syofra The Analysis of Student’s Ability of Mathematical Comprehending Based on Gender in Rectangular Material in SMP Negeri 1 Bandar Sei Kijang Class VII1...... 289 Sindi Syafitri Improvement Efforts of Student Learning Through Cooperative Learning Model Make A Match Type of Material Derived SMA Swasta Daerah Kisaran...... 294 Imam Syafi’i, Jerry S. Pauned An Analysis on The Grade III Students’ Ability in Resolving Problems of Sequence of Numbers in State Primary School 32 Banda Aceh...... 301 Mauliana Achmad, Rahmad Husein Analysis of Teaching and Learning Materials Chemistry Class X Vocational High School Yapim Sei Rotan Medan...... 305 Herry Purwanto Panjaitan, Dian Purnama, Ramlan Silaban, Mahmud, Zainuddin Influence Based Learning Program Scientific Learning Approach to Science Students Generic Skills...... 309 Ida Wahyuni The Implementation of Cooperative Type Student Facilitator and Explaining (SFAE) Learning Model to Improve Student’s Achievement in Reduction and Oxidation Reaction Topic at X Mia SMAN 2 Pekanbaru...... 315 Melda Nopearti, Yelniati, Johni Azmi, Abdullah Philosophical Perspectives that Describe How the Work in Chemistry Education...... 319 Albinus Silalahi Effectivity of Creativity in Inquiry Learning Based Multimedia Towards the Students Achievement on Topic Bond Chemistry...... 329 Retno Dwi Suyanti, Elferida Sormin The Effect of Thermochemistry Learning Based on Tawhed to Conceptual and Tawhed Understanding of Senior High School Students...... 335 Ayi Darmana, Manaon Batubara The Implementation of Cooperative Type Student Facilitator and Explaining (SFAE) Learning Model to Increase Student Achievement in Chemical Bonding Topic at X Mia SMAN 2 Siak Hulu...... 341 Yeli Gussapriani, Lestari Wulandari, R. Usman Rery, Jimmi Copriady The Development Ofelectric Circuit's Practicumbased on Problem Towardthe Scientific Inquiry Skill's of College Student in Alternating Current Topic...... 345 Sehat Simatupang, Togi Tampubolon, Juniar Hutahaean, Mariati Purnama Simanjuntak http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ vi

Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613 Influence Model Generative Learning Process the Improvement of Science and Skills Learning Outcomes Grade X SMA Negeri 1 Kuala...... 350 Sharfina, Abdul Halim, Rini Safitri The Effect of Inquiry Training Models Based on Lectora and Formal Thinking Ability Toward Physics Students Achievement...... 356 M. Iman Hidayat, Yuris Danilwan College Student’s Worksheet Based on Problem with Scientific Approach to Develop Critical Thinking Skill...... 363 Mariati Purnama Simanjuntak, Betty Marisi Turnip, Rappel Situmorang The Effectivity of Industrial Microbiology Textbook Application on Students Problem Solving Skills...... 368 Mizanina Adlin, Hasruddin, Mahmud Problem-Based Module Development on Alkanes and Cycloalkanes Matter in the Senior High School...... 373 Ratu Evina Dibyantini, Suri Hartati The Effect Model Problem Based Learning (PBL) Powerpoint Media using the Results Student Learning on the cost of Discussion Redox Reactions in Class X...... 382 Bajoka Nainggolan, Kristedi Barus Analysis of the Teaching and Learning in Chemistry Class X Vocational High School Academic Year 2015/2016...... 388 Gaung Atmaja, Mahmud, Ramlan Silaban, Zainuddin Muchtar Implementation of Transformative Learning Theory in Improving the Conceptual Knowledge of Physics Student of Institute of Teachers' Education...... 395 Mara Bangun Harahap Analysis of Knowledge Toward General Biology of Faculty Mathematic and Natural Sciences’ Students State University of Medan...... 400 Naimatussyifa Daulay, Hasruddin The Application of Learning Strategy Active Knowledge Sharing to Improve Student’s Achievement on Colloid Topic in Class XI IPA in SMAN 1 East Kampar...... 404 Sepra Pajar, Betty Holiwarni, Sri Haryati Preparing an Innovative Chemistry Teaching Module Integrated Character Education...... 408 Ramlan Silaban, Freddy TM Panggabean, Yeni Purwati, Irving Josafat Alexander Analysis Profesional Competency of Biology Teachers at Senior High School Level in Aceh Tamiang Regency...... 418 Mardiana, Fauziyah Harahap, Syarifuddin The Application of Mathematical Visualization Media on the Competence of General Physics...... 423 Muhammad Nuh The Application of Active Learning Type Learning Tournament to Improve Student’s Achievement on Buffer Solution Topic in Class XI SMAN 10 Pekanbaru...... 430 Elsy Indria, Roza Linda, R. Usman Rery Analysis of Knowledge, Perceptions and Public Attitudes Toward Sustainability Reef Ecosystem at the Beach Binasi Sorkam Tapanuli Tengah...... 434 Nila Zusmita Wasni, Syarifuddin, Fauziyah Harahap The Influence of Inquiry Training Learning Model Based on Just in Time Teaching for Problem Solving Skill...... 441 Yul Ifda Tanjung Effect of Learning Model to Outcomes of Student’s Chemistry with Salt Hydrolsis Sciense Class eleven in Senior High School Percut Sei Tuan...... 446 Kartomo Simarmata, Pasar Maulim Silitonga, Saronom Silaban Values of Legends Daughter Pukes in Education...... 452 Aditya Darma The Evaluation of Social Studies on SMPN2 Banda Aceh using Cipp Model...... 455 http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ vii

Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613 Nana Suraiya, Novi Aryati Evaluation of Life Skills Education Based Nonformal Education for Proverty Reduction..... 464 Sri Rahayu Approaches to Self-Efficacy in Second Language Speaking: The State of the art...... 470 Arsi Zahiri, Resdilla Pratiwi Education Dance Archipelago an Effort to Raise Identity Nation...... 475 Atip Nurharini Publication of the Assessment Learning Outcomes Through Social Media...... 480 Andy Sapta An Evaluation of English Textbook for the Seventh Grade of Junior High School...... 484 Zainul Arifin Nasution, Fatin Nadifa Tarigan Project Based Learning: To Improve Student Learning Independence...... 491 Tri Effiyanti, Deni Adriani, M. Fitri Rahmadana Making of Contextual Based Teaching Module on Subject Colloid in the High School...... 496 Anna Juniar, Febiana Wulandari, Pravil M. Tambunan Design Web E-Learning in the Subject Generating Electrical Energy Lessons in Electrical Engineering, State University of Medan...... 503 Baharuddin The Developing of Media Learning Write Java Letters Using Macromedia Flash to Increase the Average of Learning Result...... 508 Farid Ahmadi , Adi Wisnugroho Effectiveness of Scenario Based E-Learning on Electrical Engineering Education...... 513 Hamonangan Tambunan Level of Teachers’ Ability in Using Laptop in Learning Geography in Public School in Banda Aceh...... 522 Hasmunir, Siti farah lajuna Study of Competence and Distribution Pattern of Primary School Teachers in South East Sulawesi Province...... 533 Rosliana Eso, La Ode Safiuddin, Arman Model Based Learning Approach Processing Folklore with Information to Planting Values Character on Student Education Department of History Education...... 539 Samsidar Tanjung Local Development Application of Learning Content-Based Multimedia Toba Scripts...... 544 Tonni Limbong, Parasian D.P Silitonga Blended Learning Approach in English Course...... 552 Winda Syafitri Development of Interactive Multimedia Problem Based Learning (PBL) Based in Computer Numerical Control (CNC) Machine Tools...... 561 R. Mursid Development of Learning Strategy Based on Multiple Intelligences Teaching and Learning Strategy Course...... 569 Ricu Sidiq The Improvement of Student Learning Activity Based Character with Hypothetical – Deductive Model of Learning Cycle on SMP/MTS Chemistry...... 579 Khalida Agustina .The Implementation of Learning Tools using TPS Model with Video Media to Enhance Students’ Characters, Activities, and Learning Outcomes of Social Studies in Elementary School...... 588 Novi Setyasto, Bayu Wijayama Game as a Medium for Preservation Nation Cultures...... 595 http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ viii

Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613 Muhammad Irwan Padli Nasution, Susmaini Social Economic Community Mapping Around Binjai Utara (Case Study: The People in Tandem Hilir)...... 600 Ami Dilham, M. Umar Maya Putra, Parimin The Compliance Level of Local Government to Financial Regulations on Minimum Budget Allocation Requirement and Deficit Restriction – Case of Aceh...... 608 Syukriy Abdullah, Heru Fahlevi, Dewi Rosa Indah, Afrah Junita, Puti Andiny Module Development Based on Problem Solving Introduction Accounting Course for Department of Economic Education Collage Student...... 615 Roza Thohiri, Revita Yuni Income Tax Revenue Agency of Factors that Affected Billing Taxpayers Corporate Income Tax...... 619 Tiolina Evi The Development of Cooperative Learning Models in Accounting to Improve Students’ Competencies and Critical Thinking at SMK-BM Medan...... 627 Effi Aswita Lubis, Ulfa Nurhayani, Ali Fikri The Development of Collaborative Learning Model by the Problem Solving Approach to Improve Students’ Learning Outcomes of Introduction to Management in Economic Faculty Unimed...... 634 Bangun Napitupulu Model Development of Job Satisfaction Through the Analysis of Determinant Variables of Job Satisfaction of School Principal (Case Study on a Junior High School in Medan)...... 643 Benyamin Situmorang Effect of Job Satisfaction on Organizational Misbehaviour Teachers of Junior High School Negeri Sub-District Montasik District Aceh Besar...... 653 Fadhillah Implementation Concepts of Administration, Management and Leadership in Early Childhood Education Services...... 659 Imron Arifin The Integration of Gender in Curriculum and Educational Process...... 666 Ratih Baiduri Prototype Learning Media on Peer Counseling Character BMB3 Strategy via Online...... 671 Raudah Zaimah Dalimunthe, Rosmala Dewi, Muhammad Bukhori Dalimunthe Evaluation Integrate 14 Nutrition Messages in to Junior High School Curriculum Guidebook...... 679 Esi Emilia, Rachmat Mulyana, Darwin Reading Comprehension Process of Students with Different Learning Styles...... 683 Johannes Jefria Gultom Constructing Multicultural Education – Based Inclusive Diversity...... 690 Hidayat Potential of Sports Profession Development in Indonesia at the Asean Economic Community (AEC)...... 695 Imran Akhmad The Effectiveness of Pyramid and Inverted Pyramid Training Methods in Increasing Chest Muscle Hypertrophy and Strength of West Java Bodybuilding Athletes...... 700 Sandra Arhesa Improved Quality of Life Through the Nation Physical Education and Sports...... 708 Sabaruddin Yunis Bangun The Influence of Cued Retelling Strategy Toward Students’ Reading Comprehension (An Experimental Research at First Semester Students of English Department Universitas Riau Kepulauan)...... 716 Dahrul Aman Harahap, Desi Surlitasari Dewi http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ ix

Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613 Lexical Change of Batu Bara Malay Dialect...... 720 Neni Sriwahyuni Hartati Les types des Écarts Introduction en Français et Indonesié dans le Roman «le Mots »..... 726 Isda Pramuniati Discourse Semantic on Students’ Descriptive Paragraphs :Systemic Functional Grammar.. 732 Kammer Tuahman Sipayung, Neni Sinaga, Maria Sianipar, Fenti Napitupulu Development Community Language Learning (CLL) Method Through Case Exposure in Teaching Speaking III Class at English Literature Study Program...... 740 Sisila Fitriany Damanik, Maya Oktora, Isli Iriani Pane Improving Students’ Reading Comprehension Through Panel Discussions...... 744 Sumarsih, Safrida Lubis The Role of Memory Game in Improving Students’ Vocabulary...... 749 Siti Aisyah Ginting Metaphorical Thinking as a Resource for Idea Engineering Enhancement...... 756 Amrin Saragih, Albinus Silalahi, Syaiful Sagala, Marabagun Harahap, Abdul Hasan Saragih Headmaster’s Transformative Leadership Resulting in Quality Performance...... 762 Syaiful Sagala

http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ x

Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613 GAME AS A MEDIUM FOR PRESERVATION NATION CULTURES

Muhammad Irwan Padli Nasution1, Susmaini2 1Universitas Islam Negeri Sumatera Utara Medan, Indonesia 2MTsN Hamparan Perak Kab. Deli Serdang, Indonesia 1, 2 Student of Doctoral Program of State University of Medan, Indonesia Corresponding author: [email protected]

Abstract - Advances in Information Technology and Communication (ICT) since the discovery of internet had made human beings can communicate with each other anywhere in the world without being constrained by the living room area and different times. Various global information is able to get quickly and easily from anywhere without any restriction of nationality and statehood. Online games are also the sprung mass. As a result of this could bring positive or negative influence on social order, cultures, ideology, and ethics in a society that is quite dangerous that can affect the values of nationalism to the nation. Opportunities and challenges have developed innovation by combining the technology game with elements of cultures. Games that contain elements of national cultures has expected used as a medium contribution in preserving the national cultures. Keywords: ICT, game, culture, nationalism, society

1 INTRODUCTION Culture determines the way in which individuals identify and recognize one another within their own social sphere of action and the traditional cultures and value systems on them constitute the factor for social harmony, and give a special cultural identity to the members of a community which, in itself, is one of the needs for endogenous development. Culture is a legacy of ancestors or our ancestors priceless. Culture is also a national identity compulsory respected and retained and preserved so that the culture is not lost and became a legacy of our children and grandchildren someday. In the compulsory process of social evolution and change which emanates from the introduction of values and models of external behaviour inspired by the advent of foreign technologies the cultural system in their entirety are attacked upon. Indonesia is an archipelago, stretching from Sabang to Merauke, which is arranged in thousands of large and small islands, connected by various straits and sea. Today the island listed and totaled 13,466 islands.[5] As an archipelago country has a diversity of customs and culture that spread evenly across the country. According to BPS data last in year 2010 there are 1,340 ethnic groups in Indonesia.[6] is an area that has a variety of traditional folk art. Art that is still there that have not recognized it. One of the problems in the Minangkabau of West Sumatra is difficult to get information about the arts are still many, this is due to lack of attention from local governments in providing information about the arts Minang to the next generation, and other factors of there is not of communication provided to give information about the arts of Minangkabau of West Sumatra. Advances in Information Technology and Communication (ICT) and transport into to make be faster of globalization. Globalization is sweeping across the globe have an impact for the social culture of a nation. At first, globalization is felt only in major cities in Indonesia. Globalization is spreading very widely and quickly brought positive and negative impacts. Currently, Indonesian children more easily influenced by western values into Indonesia through the Internet, television, and print media and much imitated by the public. A result of these conditions will impact many Indonesian children who will be more familiar with foreign cultures than the native culture of his people. Thus, the need to raise awareness of important culture in which the culture of Indonesia is the local culture is the duty of every society, where the role of each of those who continue to strive to inherit the power of local culture will be a cultural force it to stay there. Technology is a means in the service of a superior objective that is the better recognition of nature and a more suitable utilization of nature, and safeguarding the cultural identity as a factor for the solidarity and a requisite for the survival of nation, we have to know that the best technology is not the most modern technology. http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ 595 Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613 Development in technology, particularly information and communication technology in the past decade has brought a very big change in the areas of life including education activities. ICT get developed with a game that can give information to the public about a culture in this research have exempted from the Minang culture. Macromedia Flash applications used to create the game. This game consists of two games, namely Guess Pictures, and Puzzles (Arrange Figures). All games provide information and learning about the arts in Minang, such as Dance, Musical Instruments, traditional clothes of Minang, Minang Art Exhibition as well as some songs are from Minang. Development of educational game applications in the arts of Minang community as users who are not familiar with any description of these, so to see and play educational game's application will recognize the arts of Minang. This game provides information as well as a medium of learning for anyone when and wherever they are. Thus, with innovations such as this, it has expected the knowledge of Indonesian cultures, especially in West Sumatra (Minang) will increase and the expected application users will be more love the arts in their home country.

2. EDUCATIONAL GAME Much has been said about the impact of technology on the educational systems of the Third World and also on the aesthetic values. We emphasized mainly on negative cultural aspects of technology. But we live in a world which is reliant on technology where the motivating power of national development constitutes that technology. Although it is recognized that technical devices have been designed in response to the determined cultural needs and their compatibility with the goals of another culture requires great endeavour. An educational game is a game designed to teach humans about a specific subject and to teach them a skill. As educators, governments, and parents realize the psychological need and benefits of gaming have on learning, this educational tool has become mainstream. Games are interactive play that teaches us goals, rules, adaptation, problem solving, interaction, all represented as a story. They give us the fundamental needs of learning by providing - enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion. "Play has a deep biological, evolutionarily important, function, which has to do specifically with learning." [4] There are logic games, simulation games, computer educational games, board games, and brain games. There is no right or wrong in games. However, my choice of games is to play board games - games that you play around the table with your family or friends. These types of games have the added benefit of providing great family time at the same time as building educational skills. Additionally, when you play a game at a table with others you have opportunity to have all kinds of examples before your turn which will help you when your turn comes around. You have an opportunity to learn strategy from each other too. Having examples or ‘modeling’ helps to improve learning skills too. Learning games are not just a genre of games, but a unique and emerging that operates at the intersection of game designers, learning designers, subject matter experts, developers, educators and researchers, who collaborate to produce innovative and powerfully engaging learning experiences. Teachers, parents, and learners all need and often request of game designers a better understanding of what a game is targeting, how that situates into a larger learning sequence, and how they know what they’ve learned from the game.

The Four-dimensional framework has been proposed by de Freitas & Jarvis (2006), as shown in Figure 1.

http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ 596 Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613

Figure 1: Four – Dimensional Framework (de Freitas & Jarvis, 2006)

The work done and portrayed within the framework shows that this model comprises of four basic principles, as follows: [1]

1) Context. Each game is characterized by a specific context that will guide the scenarios as well as the ways students and teachers will interact with its features. During the context’s establishment, one must define characteristics such as required infrastructure, technical specifications, location of usage, type of game (e.g. role playing, multiplayer etc), activities to be performed etc. 2) Representation. This concept refers to all representations that are required to be properly portrayed within the game. For example, each player needs to be represented by avatars that will have specific characteristics based on the context of the game. Additionally, the virtual world should represent interesting scenery that will be integrated with all the features of the game in a harmonized and meaningful way. Successful representation is vital for the increased motivation of students, since they need to be intrigued in order to want to learn by playing. An important metric that can determine this is the quality of the graphics employed during the representation, which needs to be high so that it can create better and more immersive simulations. 3) Learner. This concept relates to all features corresponding to the learner within the game. Some of these include the ages of the students to be taught, their preferences, the availability and level of previous knowledge on the specific learning domain, our learning objectives regarding the game’s learning outcomes etc. Additionally, it is considered important by the relevant literature to try and promote learning through groups in educational games (Sandford, 2006), as collaborative learning is gradually being employed in education. 4) Pedagogy. The most important factor that distinguishes an educational game from a computer game is the pedagogical aspect, i.e. the fact that the entire game and its activities are developed in order to fulfil learning objectives and to result in learning outcomes. To this end, the development of such games should depend on the study and incorporation of learning strategies. These strategies later on determine how the game will be integrated into the learning process so that it will produce the desired outcomes. Some representative examples of employed learning strategies are problem-based learning or experiential based learning, which allow a variety of pedagogical models for learning processes, especially when they use online technologies.[1] The pedagogies used should promote learning processes that will be http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ 597 Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613 constructivist and cognitive so that they will allow the creation of new knowledge by the students as well as their in depth comprehension of the taught material through active and collaborative participation. Additionally, learning processes have to be instructive and associative, that is they are required to progress in a logical manner and provide assistance when needed. Finally, collaborative learning when knowledge is exchanged through practice is also a feature that should be supported by learning processes within educational games.[2]

3. GAME DESIGN AND IMPLEMENTATION People interested in educational uses of games will find much of value to them. Discussion of pedagogical principles that underlie games, techniques for game development, factors to consider when using games, or a rich variety of examples demonstrating how games could be used in various subject matters and at different educational levels. In develop of an application is the design phase of the construction process is very important to decide how the system will be developing. This game designed by the Four-Dimensional Framework has proposed by De Freitas & Jarvis.[1] It intended that application Game be easily used by the user (user-friendly). Each game supports a different set of the features included in the list as well as of the features shown. Image stacking game (puzzle) have designed only in three layers. The first and the second layer is a layer that holds scripts for game development. While the third layer, is a layer that has ten frames. In this third layer frames used are five frames. Each frame designed two pictures placed on the two areas that accommodated by a single tool that is the Rectangle Tool. In the first to fourth frames described how the original image is nine pieces of the picture that will appear when the game played and clicked the button scrambled. To make dots pattern on the original image disordered with images that to do prepared in giving the name of the column Convert To Symbol. The name has created as a Movie Clip (Type) for each piece of the picture. Each piece of the image converted to a movie clip symbol and named. Then the second piece of the picture until the ninth. Overall the image slices named Bag1-bag9. Bag1-bag9 is the name of the symbol in the original image that cut for randomization images. The patterns on a blank area of the image that is the place to pieces of the image that compiled into an overall picture as the original image, as shown in Figure 2. The pieces of images in the picture area are empty, named by bagAs1 - bagAs9 then coupled with the name of the Instance Name. In addition, it is also given a one-timer to regulate the speed of preparation of the image into the original image completely. If time runs out, the game stops and the frame immediately leads to a frame 10 which indicates that the game finished (Game Over). Hardware used to run this game only a Personal Computer (PC) with a Windows operating system that has equipped with a flash player application. If this PC have not installed a flash player, it will be free of charge to download at the website: https://get.adobe.com/flashplayer/

http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ 598 Proceedings of the 1st Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL) e-ISSN: 2648-4613

Figure 2: Game Puzzle Design

When players click the choice puzzle game, it will show the original image before the images at random and one area where the image will realign the original scene. In addition, there are also three buttons namely the random, repeat button, and a back button. Pieces of the picture will randomize into pieces the images rearranged in the blank area. Repeat button used to look back at the original images that previously have disordered. On the Application of this game will be able to get some information about the traditional clothes, dances, traditional houses and traditional weapons on the Minangkabau people, as shown in Figure 3.

Figure 3: Information Provided Game 4. CONCLUSIONS The Evolutionists introduced technology as the major element of culture and put the other components at second place holding that all the components of culture have affected by technology. The configuration of computer games so as they can be integrated the educational domain has generated a new trend in technologies used for education called educational games. Information Technology and Communication makes it easy to create a variety of game applications. Educational-game should not merely a transfer of educational content in digital form, but used also as an information medium to convey a moral message and cultures of a nation.

REFERENCES [1] de Freitas, S. and Jarvis, S. (2006). A Framework for Developing Serious Games to meet Learner Needs. Inter service / Industry Training, Simulation and Education Conference, 2006. Orlando, Florida. [2] Mayes, T. and de Freitas, S. (2004). Review of e- learning theories, frameworks and models. JISC e- learning models study report. London. The Joint Information Systems Committee. http://www.jisc.ac.uk/elp_outcomes.html. [3] Nasution, M. Irwan Padli. “Galeri Online Kesenian Minang”, Konferensi Nasional Pengembangan Teknologi Informasi dan Komunikasi, November 2014, https://www.researchgate.net/publication/305346416_Galeri_Online_Kesenian_Minang [4] Prensky, Marc. "Fun, Play and Games: What Makes Games Engaging.", Digital Game-Based Learning. McGraw-Hill, 2001. 30 Jan. 2011. [5]http://www.bakosurtanal.go.id/berita-surta/show/indonesia-memiliki-13-466-pulau-yang- terdaftar-dan-berkoordinat (24 November 2016) [6] http://sp2010.bps.go.id/files/ebook/kewarganegaraan%20penduduk%20indonesia/index.html (24 November 2016)

http://aisteel.unimed.ac.id/proceeding-aisteel-2016/ 599

View publication stats